Client: use frametime over clframetime for the bob.
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7d58725d76
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2daaf2b1ad
2 changed files with 5 additions and 2 deletions
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@ -45,7 +45,7 @@ Camera_RunBob(__inout vector camera_angle)
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pCamBob->m_flTime = 0.0f; /* progress has halted, start anew */
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return;
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} else if (pSeat->m_ePlayer.flags & FL_ONGROUND) {
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pCamBob->m_flMove = clframetime * (pCamBob->m_flSpeed * 0.01);
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pCamBob->m_flMove = frametime * (pCamBob->m_flSpeed * 0.01);
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}
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pCamBob->m_flTime = (pCamBob->m_flTime += pCamBob->m_flMove);
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@ -56,7 +56,7 @@ Viewmodel_CalcBob(void)
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iCycle = (pViewBob->m_flBobTime / var_cycle);
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/* increment the input value for our cycle */
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pViewBob->m_flBobTime += clframetime;
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pViewBob->m_flBobTime += frametime;
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/* calculate the point in the cycle based on the input time */
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pViewBob->m_flBobCycle = pViewBob->m_flBobTime - (iCycle * var_cycle);
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@ -92,6 +92,9 @@ Viewmodel_GetBob(void)
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void
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Viewmodel_ApplyBob(entity gun)
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{
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int s = (float)getproperty(VF_ACTIVESEAT);
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pViewBob = &g_viewBobVars[s];
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// Give the gun a tilt effect like in old HL/CS versions
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if (autocvar(v_bobclassic, 1, "Viewmodel bob classic tilt switch") == 1) {
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gun.angles[2] = -pViewBob->m_flBob;
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